Turn 29: Unto the Breech!
~Barkamsted~
The entire group charged forward, down the hill and past the houses until they came upon the pit. All of the villagers were in chains in the pit, working to mine the clay. Surrounding the pit were seven bandits, dressed in leather armor and wielding fearsome looking swords. Standing towards the center was a particularly mean looking one in chain mail. As
Rabble and his men rushed to meet them bandits began to pour out of the houses.
Jongo and his five were met by three bandits out of one house, again one in chain.
Xaver was met with another three, and
Cortis kept another two in a third house.
[1d5+2=7] vs [1d5+2=6]
Rabble charged down the central bandit, but his blow was deflected by the man’s sword.
Attack skill increase His two guards quickly followed through, and one was left with a deep cut while the other barely made contact, which was absorbed by the bandits armor. Rabble’s men traded equal blows with the other bandits, neither side having the upper hand until
Orcus joined in, [1d6+1=7] vs [1d4+1=2] and slammed his hammer hard enough into the chest of the opposing bandit to send him into the pit, from where he did not move.
[1d6+1=6] vs [1d5+2=3]
Jongo fought hard against the armored bandit in front of him and scored a solid strike. His men left another bandit unconscious, overwhelming him quickly, but one of their own was bleeding heavily.
Armored bandit at 4/5 HP [1d5+1=3] vs [1d4+1=4]
Xaver couldn’t keep back the bandit attacking him, but his armor protected him long enough for
Eliza to step in [1d4=4] vs [1d4+1=2] and deliver a solid punch to the bandit.
Attack skill increase, Bandit at 3/4 HP Xaver’s loyal four traded blows and managed to incapacitate one of the bandits without taking any major hits.
[1d5-1=3] vs [1d4+1=3]
Cortis couldn’t score a solid hit on the bandit in front of him, and [1d5+1=3] vs [1d4+1=4]
Lork took a hit from the bandit that left his ears ringing.
-1 HP, both Attack Skill Increase Two of Cortis’ men took hits as well, though nobody was forced back.
Loyal to Rabble: 2 Guards (1 bleeding), 6 men (armed), 12 men (unarmed) (1 bleeding)
Mood: Inspired
Bandits: 13 Bandits (3 Unconscious), 2 Bandits (Armored)
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Unarmed Noble/Citizen
1d4 + 0 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Bandit
1d4 + 1 attack
4 HP + 1 block
Bounty of 1 Valor and 1 Honor
Bandit (Armored)
1d5 + 2 attack
5 HP + 2 block
Bounty of 2 Valor and 2 Honor
Moods affect NPCs but not player characters right now. So all NPCs are operating at +1 attack from Rabble’s speech.